more conversionwork from specular entries to pbrconfig ones, adds backend glowmul and glowmap var tracking, as well as pbrconfigmap composite slip-in for the glowmap (sans shaderfeatures just yet). seems to have busted forward lit application though...

This commit is contained in:
AzaezelX 2019-10-22 15:11:39 -05:00
parent 7daf66cf9d
commit bfccfca0ce
21 changed files with 68 additions and 387 deletions

View file

@ -25,13 +25,12 @@
#include "shaderGen/GLSL/shaderFeatureGLSL.h"
#include "shaderGen/GLSL/bumpGLSL.h"
#include "shaderGen/GLSL/pixSpecularGLSL.h"
// Specular Outputs
class DeferredSpecMapGLSL : public ShaderFeatureGLSL
class PBRConfigMapGLSL : public ShaderFeatureGLSL
{
public:
virtual String getName() { return "Deferred Shading: Specular Map"; }
virtual String getName() { return "Deferred Shading: PBR Config Map"; }
virtual void processPix( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd );
@ -59,10 +58,10 @@ public:
virtual U32 getOutputTargets( const MaterialFeatureData &fd ) const { return ShaderFeature::RenderTarget2; }
};
class DeferredSpecVarsGLSL : public ShaderFeatureGLSL
class PBRConfigVarsGLSL : public ShaderFeatureGLSL
{
public:
virtual String getName() { return "Deferred Shading: Specular Explicit Numbers"; }
virtual String getName() { return "Deferred Shading: PBR Config Explicit Numbers"; }
virtual void processPix( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd );
@ -70,4 +69,4 @@ public:
virtual U32 getOutputTargets( const MaterialFeatureData &fd ) const { return ShaderFeature::RenderTarget2; }
};
#endif
#endif